![]() ![]() If that's correct, then set it up like this: When the player starts the app, check for a saved game and immediately go there instead of.Do not allow saving during the gameplay levels.Save the game at beginning of each intro level.But I've tried a bunch of different combos to get it to work and nothing seems too. Thoughts? I have a huntch it something simple. The player key is set to : saver on each scene. I have fps player saver on each Rfps prefab in each scene. The save system is in the very first scene that loads in the game. Hers a screen of my set up.(It's a paste job from photoshop as I didn't have enough screen space to capture it all in one go.) It just loads the game from the begining and goes from there. It seems to save fine, but will not autoload on restartup. ect) I only want to save on the intro screen so that when a player comes back after quitting, they get the intro scene to the level they are on and then that level loads and they start from the beginning of the playable level.īut alas, I just can't make this work. intro level, playable level, intro level, playable level. So, I have about 20 levels, 10 levels are intro screens for the next level set alternately. it all works great, except it's not picking up and autoloading a saved game. Been working on it for a couple of days now and am just missing something. Hey I'm still having troubles with the save system. If (FPSPlayerComponent.hitPoints < FPSPlayerComponent.maximumHitPoints) To the Pickuphealth script at this point (line 33:įPSPlayerComponent = user.GetComponent() If (other.CompareTag("Player")) SendMessage("PickUpItem") When i put the pickuponenters script on a health pickup I get the following error.įailed to call function PickUpItem of class HealthPickupĬalling function PickUpItem with no parameters but the function requires 1.Īnd I'm not sure what to mod in the script to pass a parameter to it.įollowup. But I am trying to pair my control schema down so I can get rid of gamepad controllers and go with a GO controller (which has Much less inputs) Has anyone setup an automatic pickup for health? If so I'd love to hear how you did it. Health pickups seems to fire off another set of logic, where I have to pick up an item, by hitting a button (the hand icon pops up) and it works great. It works great for the weapons and ammo, but not the health pickups. I'm using the pickupontriggerenter script to just roll over object and automatically pick them up. I guess one could work around with adding some sort of additional box collider to the player though I am not sure that would actually work without causing other issues and i was looking for a less crude solution if there is oneĪlright. This is especially the case say when a " Club" weilding enemy bashes the player but the "Club" passes straight through the player as opposed to a sword which in theory could potentially do so if it misses a BONE Obviously in a game with gun weapons where bullets are fired and hit the player this is not an issue as one does not normally see the bullet but its somewhat off putting in an RPG when a sword hits the player and does not collide or impact with the player physically. I am guessing that this is standard in such situations as I can see that actually having such a weapon physically colliding with the player might be an issue. Effectively the weapon does not actually collide with the player but does impart damage of course. sword) passes through the player when hit. My question is : Anyone know a solution to fix the issue whereby an NPC enemy weapon (e.g. I have a project which is an rpg kind of game so swords and such like weapons. I have another question which I am sure has been asked about before but would not know how to find any relevant posts. ![]()
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